Play Mode Features Part 1 (#413)

* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
This commit is contained in:
minenice55
2023-05-07 16:33:15 -04:00
committed by GitHub
parent 6c0fcca922
commit caf7d9465f
183 changed files with 17863 additions and 2247 deletions

View File

@ -67,7 +67,7 @@ namespace HeavenStudio
// pitch values
private float timelinePitch = 1f;
private float minigamePitch = 1f;
public float SongPitch { get => timelinePitch * minigamePitch; }
public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); }
public void SetTimelinePitch(float pitch)
{
@ -87,23 +87,23 @@ namespace HeavenStudio
instance = this;
}
public void SetBeat(float beat)
public void SetBeat(double beat)
{
float secFromBeat = (float) GetSongPosFromBeat(beat);
double secFromBeat = GetSongPosFromBeat(beat);
if (musicSource.clip != null)
{
if (secFromBeat < musicSource.clip.length)
musicSource.time = secFromBeat;
musicSource.time = (float) secFromBeat;
else
musicSource.time = 0;
}
GameManager.instance.SetCurrentEventToClosest(beat);
GameManager.instance.SetCurrentEventToClosest((float) beat);
songPosBeat = beat;
}
public void Play(float beat)
public void Play(double beat)
{
GameManager.instance.SortEventsList();
bool negativeOffset = firstBeatOffset < 0f;